Nexus Modding > Mod Development / Released Mods

Adding custom animations

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Mularac:
-ok, it works like a charm now. Thanks guys!
A qustion: is it possible to set one range of the effect in a loop mode? from x to y frame, for instance.

Arparso:
I don't think so. :(

jstubbles:
hey Arparso, have you ever gotten strange results from the xnview packing? For some reason, it's adding TONS of black space when I generate the texture mosaic sheet. It didn't do this before when I tried it, so I'm wondering if something is going on.

Arparso:
Yeah, I noticed that too. Seems to have something to do with the picture size. Try to make the resulting mosaic picture quadratic rather than rectangular. Alternatively you can choose to assemble the rows of frames for the resulting texture seperately by selecting "horizontal alignment" instead of "mosaic" in XnView. For example, if you've got an animation with 16 frames, which you intend to store in a texture in a 4x4 pattern (4 frames per row with 4 rows), then create 4 different horizontal rows with each set of 4 frames using this "horizontal alignment" option. Afterwards, create a new "strip of images" out of the 4 files you created, but this time using "vertical alignment"... now you've got your mosaic as well.

The Old Dragon:
Hi Guys,

Although it's not an animation, I was wondering if I could ask for some help  with an aspect of modelling?
Despite my best efforts, I've yet to figure out how to get some of the engine effects to work. Most notably, the way which engine surfaces glow and pulse.
Many thanks.

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